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Messages - jhxmt

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286
Other Games / Re: Space Station 13: Urist McStation
« on: January 30, 2014, 12:23:50 pm »
Slightly outdated, but still relevant: http://puu.sh/5Q6UL.png

EDIT: Notable differences, psychologist office, some maint expansions, cargonia has been changed, lounges in Science and Medbay, changed toxins test range, arrivals is tweaked a bit, hydroponics was reworked... And some other random stuff I'm forgetting.

Thankee, that'll be useful!

287
Other Games / Re: Space Station 13: Urist McStation
« on: January 30, 2014, 12:16:03 pm »
*loads up BYOND for the first time in months*

*patches BYOND*

*loads server*

...30mb map update, wow.  Time to go make myself that coffee!  :)

Is there a picture of the current map anywhere?  I'd rather not spend my first seventeen rounds trying to work out where the hell Escape is.  Again.  :P

288
Other Games / Re: Space Station 13: Urist McStation
« on: January 30, 2014, 10:31:10 am »
Just asked because I saw one on a gateway mission

Whoa whoa whoa whoa whoa.  Back up.

The gateway works these days?  :o

Man, I've been away for a while.

289
Other Games / Re: Space Station 13: Urist McStation
« on: January 22, 2014, 03:30:07 pm »
I need to get back into SS13 again - was really enjoying it during my last burst of games.  :)

How do people tend to RP repeated characters i.e. the same character in separate rounds?  Does anybody do it?

I've sometimes been tempted to assume that my character remembers previous rounds as different 'job placements' (although doesn't remember the people there, as most people treat new rounds as whole new realities and, obviously, there's a danger of metagaming if you allow for too much recall).

I had a personal rule that if my character died in a round, I wasn't allowed to play that character again in any future rounds.  Permadeath SS13, I guess.  :P

290
Other Games / Re: How about an open sourced DF clone? Ideas here.
« on: January 22, 2014, 03:20:12 pm »
Hi All,

you all know, there are plenty alternatives to DF (Towns, Gnomoria, RimWorld, TimberAndStone, etc.), which are trying to have a piece of this big "complex-manager-god-sim"-pie. But I think all their efforts are totally useless, because they will just run out of money eventually (buy-once model will not work for such long-development projects) and will never reach depth and complexy of DF.

...

Once some initial playable stage is achieved (I'd say something on goblin-camp level), we launch a funding campaign and distribute the money between main contributors and project managers slowly in time. Then, try to establish a donation model to continue development.

Avoiding the questionable morality of choosing to copy someone else's game for monetary gain, which others have covered:

1) If, as you claim, one of the problems with other DF-inspired games is that they'll run out of money because a "buy-once" model won't sustain them, why would a donation-based model be any more successful, particularly if your donors will be paying for something they can acquire for free (or for an equivalent donation) elsewhere i.e. DF itself?

2) If the projects you've mentioned will "NEVER" reach the complexity of DF, what makes your proposed project different?  What is it about this project that makes you think it will have a better level of complexity than its competitors - particularly since you've said that you find some features of DF are "too deep"?

3) Basically, what do you want the project to be?  Is it a straight DF-clone, community-built and donation funded?  Is it DF but with some complexity stripped out?  What, to use marketing speak, is your Unique Selling Point for this project?

That's ignoring the multiple, manager-level questions that then open up e.g. how do you set your scope, how do you handle the inevitable playerbase fragmentation, etc.

I'm going to have to echo the sentiments of some other posters in this thread - it's unclear why this project would be a positive thing for the community, and a worthwhile investment of time/effort.

(From a personal perspective, I also find the idea of "this guy's ideas are good, I'm going to hire a bunch of people to copy them and then sell them" rather distasteful - which is how your plan is coming across.)

291
Other Games / Re: Distant Worlds (4x RTS)
« on: January 12, 2014, 05:57:37 pm »
I wish there was a way to downgrade spaceports (or is there, and I've just missed it?)
Select spaceport, right click, and it has 'retrofit to X', where X is the small/medium/large space port.

Yeah, that's what I'd assumed...but for whatever reason, it didn't have that option.  It had 'Retrofit->(latest Large Space Port design)', but didn't have the latest Small Space Port design.  Small Space Ports always gave me the retrofit to... options to MSPs and LSPs, but I don't think MSPs ever gave me the option to retrofit to SSPs, and LSPs don't appear to give me anything other than a newer LSP.

Possibly something screwy going on due to the amount my economy had tanked - possibly it would have cost more to retrofit back down to a SSP than it would have done to retrofit to the latest model LSP, and so the option didn't appear?

Anyway.  Problem solved.  Scrapped it and started with a new one.  :P

292
Other Games / Re: Distant Worlds (4x RTS)
« on: January 12, 2014, 07:12:59 am »
I wish there was a way to downgrade spaceports (or is there, and I've just missed it?)

I let myself get a bit too complacent when the AI was suggesting that I retrofit my ships and bases.  Silly person that I am, I thought "yes, upgrade my three military ships, might as well keep at the front of the tech curve", and forgot that the AI will also retrofit spaceports...and not just small-to-small, either.  It turned my small spaceport into a medium one without me realising (my fault), and then at the next retrofit it turned the medium one into a large!

The maintenance costs absolutely crippled my tiny, age of shadows empire.  By the time I realised, it was too late.  I was in the red financially and heading further in that direction.  A wholehearted 'scrap every ship and base that isn't vital' programme ensued, and got me briefly back into positive figures...but there was no way to downgrade my LSP to a SSP.

So I scrapped it.  Cashflow went positive again, but it did mean I had to sit there for a couple of years while my funds recovered enough to be able to afford a new SSP.

Bloody AI.  :P (And bloody me not paying enough attention, too.)

293
Posting To Watch (and possibly chip in occasionally as a Representative, though I find I'm too flaky and unreliable to actually be a good participant!  :P)

294
Other Games / Re: Distant Worlds (4x RTS)
« on: January 08, 2014, 02:48:16 pm »
Started playing again recently - really getting into it again.  :)

What's the best (/most efficient/most successful/most fun) way to start up as a pirate in the Age of Shadows?  I've done it before, but floundered a little bit.  Should I be focussing on mining and smuggling (if I'm a smuggler), with a bit of planetary control and limited planetary raiding?  Go all-out on the raiding?  Other?  Thoughts?

I quite like the idea of being a scavenging locust fleet, burning my way from world to world, but the maintenance costs would be punitive for that kind of strategy!  Boarding a lot of ships is tricky for the same reason.

295
Other Games / Re: Space Station 13: Urist McStation
« on: January 07, 2014, 06:22:45 pm »
I missed ANOTHER one? Really?

To avoid future confusion, I am usually on between 6 or 7 PM EST (GMT -5 I believe) and 2 or 3 AM EST. So if I hold a special round it'll be between those times.

Between 11PM-12AM and 7AM-8AM for fellow Brits (or other GMTers) who can't be bothered to look up the timezone conversion.  ;)

296
Other Games / Re: Distant Worlds (4x RTS)
« on: January 03, 2014, 01:25:31 pm »
got this and all expansions.

I feel old, and stupid.

Don't worry - you're probably just old!  :P

I kid.  The learning curve's a bit of a pain at first - there's a lot of different aspects to the game, all working at once.  This is where the automation comes in handy - try to leave as much as possible automated at first, and just semi-ignore it.  Focus on one bit at a time (e.g. learn how to order ships around first, then how to send them places to explore/colonise, then how to build them at your bases, then how to design your own, etc etc).  Baby steps.  It helps that the in-game help is actually quite extensive.  :)

297
Other Games / Re: Server hosting issues
« on: January 02, 2014, 05:56:29 pm »
Anything happen several months ago around the time you stopped being able to host them?  What happens now - are there error messages, or do they appear to work and just not allow people to connect?  Can you connect to your own server, from your own machine?

298
Other Games / Re: Distant Worlds (4x RTS)
« on: January 01, 2014, 07:25:52 am »
On another note, the game seems to be very laggy when zooming in and out from sector to local views; is this normal? My computer is a bit of a powerhouse, running most modern games at a good clip, but the choppiness when zooming in and out bugs the hell out of me. Not a deal breaker by any means, though.

Is it lagging, or is it simply that the zoom is, uh, 'granular' rather than smooth, for want of a better phrase?  If it's the latter - yeah, that's normal, it's a bit frustrating but you do get used to it.  If it's actual lag, it might depend on your system.

299
Ok, some advice requested: I'm playing Kerbal career mode, but I'm having a HELLISH time getting into orbit. My rockets simply spin out of control and are nigh-impossible to steer (I have the most basic solid fuel and liquid fuel engines). I haven't figured out how to do crew reports and/or take samples. Advice plz?

Start with the most basic rocket you possibly can.  Pilot pod (I seem to recall you don't get drones initially?) with parachute(s), atop a single rocket (solid or liquid, your choice).  Practice launching it, separating stages, activating parachutes and returning to land safely.  You can record a crew report by right-clicking (I think) on the pod.  You don't have to be in-flight to do this (but it will give you different results if you do).

You can also get your pilot to climb out of the pod (either before takeoff or after landing!) and wander around taking ground samples on Kerbin itself.  Quick way to get some starting research points.

From there, just start attaching more rockets.  Take it steady, don't make quantum leaps in your construction all at once, or you won't be able to tell which of the 19-gazillion boosters you've just added is the one that's throwing your steering off.  ;)

Later on you get SAS, which takes some of the pain out of steering.

Edit: ninja'd...by LordSlowpoke, ironically!

300
Other Games / Re: Dwarf Fortress Starbound Server: FRIENDS ME FOR JOINING
« on: December 30, 2013, 01:44:17 pm »
Friend invite sent.  :)

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